Dive Slide: Difference between revisions
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(Created page with "{{stub}} ''Not to be confused with Dive or Dive Picking Up'' ''This article is about the actions. If you are looking for the action flag, see [[Diving (action flag)]...") |
Icecream17 (talk | contribs) (add some out of) |
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(5 intermediate revisions by 4 users not shown) | |||
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{{stub}} | {{stub}} | ||
{{Distinguish|Dive|Dive Picking Up}} | |||
{{Action_infobox | {{Action_infobox | ||
|title=Dive Slide | |title=Dive Slide | ||
Line 15: | Line 10: | ||
|id=0x56 | |id=0x56 | ||
|into= | |into= | ||
|out of= | |out of=todo: [[Dive]], [[Flying]] | ||
|animation= | |animation= | ||
|related= | |related= | ||
}} | }} | ||
#If not(<code>m->input & INPUT_ABOVE_SLIDE</code>) and A or B is pressed: | |||
##If mario's forwardVel > 0, [[Forward Rollout]], else, [[Backward Rollout]]. | |||
#Update sliding. | |||
#If Mario's new floor is not a slope, and Mario's forward velocity squared < 64, and the animation is at an end, [[Stomach Slide Stop]]. | |||
#Object grab ???? | |||
#Common slide action ???? | |||
<syntaxhighlight lang="c"> | |||
s32 act_dive_slide(struct MarioState *m) { | |||
if (!(m->input & INPUT_ABOVE_SLIDE) && (m->input & (INPUT_A_PRESSED | INPUT_B_PRESSED))) { | |||
#if ENABLE_RUMBLE | |||
queue_rumble_data(5, 80); | |||
#endif | |||
return set_mario_action(m, m->forwardVel > 0.0f ? ACT_FORWARD_ROLLOUT : ACT_BACKWARD_ROLLOUT, | |||
0); | |||
} | |||
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND); | |||
//! If the dive slide ends on the same frame that we pick up on object, | |||
// Mario will not be in the dive slide action for the call to | |||
// mario_check_object_grab, and so will end up in the regular picking action, | |||
// rather than the picking up after dive action. | |||
if (update_sliding(m, 8.0f) && is_anim_at_end(m)) { | |||
mario_set_forward_vel(m, 0.0f); | |||
set_mario_action(m, ACT_STOMACH_SLIDE_STOP, 0); | |||
} | |||
if (mario_check_object_grab(m)) { | |||
mario_grab_used_object(m); | |||
m->marioBodyState->grabPos = GRAB_POS_LIGHT_OBJ; | |||
return TRUE; | |||
} | |||
common_slide_action(m, ACT_STOMACH_SLIDE_STOP, ACT_FREEFALL, MARIO_ANIM_DIVE); | |||
return FALSE; | |||
} | |||
</syntaxhighlight>{{actions}} |
Latest revision as of 20:58, 1 August 2023
- Not to be confused with: Dive, Dive Picking Up
Dive Slide | |
Properties | |
Hex | 0x00880456 |
Action Flags | Moving, Diving, Attacking |
Action Group | Moving |
ID | 0x56 |
Transitions | |
Out of | todo: Dive, Flying |
- If not(
m->input & INPUT_ABOVE_SLIDE
) and A or B is pressed:- If mario's forwardVel > 0, Forward Rollout, else, Backward Rollout.
- Update sliding.
- If Mario's new floor is not a slope, and Mario's forward velocity squared < 64, and the animation is at an end, Stomach Slide Stop.
- Object grab ????
- Common slide action ????
s32 act_dive_slide(struct MarioState *m) {
if (!(m->input & INPUT_ABOVE_SLIDE) && (m->input & (INPUT_A_PRESSED | INPUT_B_PRESSED))) {
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
return set_mario_action(m, m->forwardVel > 0.0f ? ACT_FORWARD_ROLLOUT : ACT_BACKWARD_ROLLOUT,
0);
}
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
//! If the dive slide ends on the same frame that we pick up on object,
// Mario will not be in the dive slide action for the call to
// mario_check_object_grab, and so will end up in the regular picking action,
// rather than the picking up after dive action.
if (update_sliding(m, 8.0f) && is_anim_at_end(m)) {
mario_set_forward_vel(m, 0.0f);
set_mario_action(m, ACT_STOMACH_SLIDE_STOP, 0);
}
if (mario_check_object_grab(m)) {
mario_grab_used_object(m);
m->marioBodyState->grabPos = GRAB_POS_LIGHT_OBJ;
return TRUE;
}
common_slide_action(m, ACT_STOMACH_SLIDE_STOP, ACT_FREEFALL, MARIO_ANIM_DIVE);
return FALSE;
}